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Q 1) Do you plan on making another version of The Sims
Transmogrifier? If so, what might be some
changes/additions?
A 1)Transmogrifier now it does everything it was originally specified to
do, and
then some. So in that sense it's complete.
But I hope to make updates to Transmogrifier occasionally, fixing bugs
and
adding new features, when I have the time.
Q 2) In the current version of TMOG(1.1) when you export
an object there's a check box that says "Just Change
Colors", what exactly does this do?
A 2)That's the way to tell Transmogrifier that you don't want to change the
shape of the sprite, just the colors.
It simplifies the process, because it doesn't have to export and import
the
z buffers and alpha channels.
If you want to change the shape of the sprite, don't check that box,
and you
will have more options for automatically generating or exporting all z
buffers and alpha channels.
Changing the shape of a sprite is complicated and requires a lot more
work,
so I added the checkbox to make it easier for the many people who were
just
changing colors and repainting.
The wording is awkward and not very clear, maybe it should be something
like
"Recoloring, but not changing shape."
0) The "Compress Bitmap Files" and "Create Sub Directories" checkboxes
are
always enabled no matter what mode or other options you've selected. If
your
paint program has a problem reading the files that Transmogrifier
exports,
try un-checking "Compress Bitmap Files" and try again -- it will take
more
disk space but won't confuse buggy programs (like the Microsoft bitmap
editor). If you would rather have all the sprite image files in one
directory instead of sub-directories for every sprite, un-check the
"Create
Sub Directories" checkbox.
1) When you check "Just Change Colors", the first two modes are enabled
and
their description changes, and the other two modes are disabled. You
can
select between two modes: "One Zoom, One Channel" and "All Zooms, One
Channel".
1.1) When just changing colors, the first mode "One Zoom, One Channel"
exports the largest scale zoom for you to edit. It automatically
generates
the smaller scale zooms from your large zoom, when you import it back
in. It
preserves the Z buffers and Alpha channels of the image, so they don't
change, and it does not export them so you don't have to worry about
them.
The background you paint in the color image it exports does not matter,
since everything outside the original shape is ignored.
The resulting object will be good quality, but not as good as if you
exported it with all zooms and fussed over the pixels of the small
zooms
yourself. But this mode does save a lot of effort, and the quality of
the
small zooms is much better than it used to be.
You can un-check the box labeled "Smooth Small Zoom Colors" to revert
back
to the old zoom shrinking code used by the old version of
Transmogrifier,
which looks kind of chunky. The new code does a lot better job than the
old
code, so for most objects the automatically generated zooms should be
sufficient, unless you have lots of time to be picky about every pixel.
The "Smooth Small Zoom Edges", "Far Z Buffer" and "Soft Alpha Channel"
checkboxes are disabled because they don't apply.
1.2) When just changing colors, the second mode "All Zooms, One
Channel"
exports all three zooms for you to edit. This gives you total control
over
how the small zooms look, but it creates more images and takes more
work.
The "Smooth Small Zoom Colors", "Smooth Small Zoom Edges", "Far Z
Buffer"
and "Soft Alpha Channel" check boxes are disabled because they don't
apply.
2) When you un-check "Just Change Colors", all four modes are enabled
and
the description of the first two modes changes.
You can select between four modes: "One Zoom, One Channel", "All Zooms,
One
Channel", "One Zoom, All Channels", and "All Zooms, All Channels".
2.1) When not just changing colors, the first mode "One Zoom, One
Channel"
exports the largest zoom for you to edit, and automatically generates
the
smaller scale zooms from your large zoom, just like when you're just
changing colors. However, it also automatically generates the z buffers
and
alpha channels for all zooms from the color images of the large zooms,
instead of preserving the ones in the object file. The shape of the new
sprite is defined by the background color of the color images, and it
gets
the background color from the top left corner of each color image.
The problem with this mode is that the automatically generated Z
buffers and
Alpha channels are low quality, compared to the originals. The
automatically
generated Alpha channels can soften the edges of the objects, which
does not
work well with multi-tile objects, which have to fit together neatly
with
sharp edges. The automatically generated Z buffers are cut out of a
template
z buffer image of a concave or convex cube, which does not reflect the
true
shape of the object.
The "Smooth Small Zoom Colors" checkbox lets you select between the old
chunky zoom shrinking code (unchecked) and the new smooth code
(checked).
The "Smooth Small Zoom Edges" checkbox lets you to antialias the edges
of
the automatically generated small zooms (checked) or not (unchecked).
The
"Far Z Buffer" checkbox lets you select the depth of the automatically
generated z buffer, either a concave box that doesn't obscure objects
on the
same tile (checked on for "Object in Back"), or a convex box that does
obscure objects on the same tile (unchecked off for "Object in Front".
The
"Soft Alpha Channel" checkbox lets you choose to antialias the edges in
the
automatically alpha channel (on for "Smooth edges") or not (off for
"Sharp
edges").
2.2) When not just changing colors, the second mode "All Zooms, One
Channel"
exports all the zooms for you to edit, and automatically generates the
Z
buffers and Alpha channels for you, which are low quality as described
above. The shape of the new object is defined by the background color
of the
color images, and it gets the background color from the top left corner
of
each color image.
The "Smooth Small Zoom Colors" and "Smooth Small Zoom Edges" checkboxes
are
disabled because they don't apply, but the "Far Z Buffer" and "Soft
Alpha
Channel" checkboxes are enabled and work as described above.
2.3) When not just changing colors, the third mode "One Zoom, All
Channels"
exports the largest zoom for you to edit, as well as the Z buffers and
Alpha
channels of the largest zoom. It automatically generates the smaller
zooms
(including their Z buffers and Alpha channels) from the larger zooms
that
you edit. The shape of the object is defined by the Z buffer (not the
Alpha
channel), and the background of the color image that is clipped by the
Z
buffer is ignored. This mode results in good quality objects, and gives
you
complete control of their shape and transparency with the Z buffer and
Alpha
channels, that you can edit.
The "Smooth Small Zoom Colors" and "Smooth Small Zoom Edges" checkboxes
work
as described above, and the "Far Z Buffer" and "Soft Alpha Channel"
checkboxes are disabled because they don't apply.
2.4) When not just changing colors, the fourth mode "All Zooms, All
Channels" exports all the zooms for you to edit, as well as all the Z
buffers and Alpha channels of each zoom. This results in a whole lot of
files, but it gives you the most control over the object appearance at
every
zoom.
The "Smooth Small Zoom Colors", "Smooth Small Zoom Edges", "Far Z
Buffer"
and "Soft Alpha Channel" checkboxes are disabled because they don't
apply.
Q 3.) What do you think of Blue Print?
A 3)I totally support it and think it's a great ambitious project for Bill
Simser to work on, and nice of him to give it away for free. When he
originally started designing it, he had no way of knowing how complex
and
arbitrary the internal data structures in The Sims really were, so it's
reasonable for him to scale it back and break it down into solvable
problems.
Over several years at Maxis we developed our own special purpose tools
and
languages that fit together to create and program objects, which share
much
internal code with The Sims, and depend on other high powered tools
like 3D
Studio Max, a big database, a source code control system, lots of
special
file formats and utility programs, etc.
Basically, the game was not originally designed to have objects created
in
any other way than with the original tools, which are extremely complex
and
tightly integrated with the game. So programs like Blueprint and
Transmogrifier are fighting an uphill battle against the essential
problem
that they're trying to do something that wasn't in the original game
plan,
and they can't change that design, so they just have to cope with the
way
things are.
One of the best examples of what I mean is multi-tile objects, they way
they're broken up into a bunch of different sprites and objects, one
for
each tile. Ugh. It requires lots of really quirky special purpose code
and a
complex 3D Studio max plug-in to create multi tile objects, and it's
far too
late to simplify how they work, let alone figure out what's really
going on
by reverse engineering without the source code. Even with the source
code,
it was not trivial to support them with Transmogrifier, and you still
have
to deal with all those broken up separate sprites. A major league rat
hole,
but that's how it is.
When Will and I worked out the specification for Transmogrifier, we
purposefully limited the scope to attacking a simple problem we were
sure
could be solved well: importing and exporting the 2D bitmaps. No 3D
graphics, not even a 2D image editor, just standard control panel
dialogs
and a preview window -- it's not trying to be 3D Studio Max or
Photoshop.
Even with that limited scope, writing Transmogrifier was only possible
becau
se I had the source code for the game and tools to work with (and have
been
working with the code for more than 3 years).
Q 4.) In TMOG 1.1 the XML file has the comfort, hunger,
etc. ratings if those are changed does it edit the
behavior of a sim?
A 4)Unfortunately, those numbers only show up in the pop-up catalog entry,
but
don't effect the behavior of the game. That kind of stuff has to be
programmed in Edith, since it's controlled by code instead of
parameters you
can tweak. I've raised the idea of creating special generic template
objects
designed for people to clone and customize, that break out some of
their
configurable behaviors as parameters that Transmogrifier can recognize
and
let you edit. Something like that might happen in the future, but not
yet.
Q 5.) Did you expect your creation(TMOG) to become such a hit?
A 5)I thought there would be lots of interest, but I didn't have any idea
how
popular it would be and how many people would be able to master it.
From the
wonderful response to Maxis releasing SimShow even before The Sims
shipped,
I was amazed how many fantastic skins people made. I wasn't sure how
successful people would be with Transmogrifier, since it requires a lot
of
skill and persistence. Actually, I chose the name "Transmogrifier"
because
it was the most intimidating but descriptive name I could think of, to
scare
away the faint of heart. If it's hard to use, it should be hard to
spell.
Now that I see how popular it is, I hope it gives people incentive to
master
Photoshop and other image editing programs.
Q 6.) At first did you expect people to make brand new objects with
TMOG?
A 6)The definition of transmogrify is "to change or alter greatly and often
with
grotesque or humorous effect". I've read a lot of stories by Philip K
Dick
(especially the Three Stigmata of Palmer Eldritch), so I meant for
Transmogrifier to create things that weren't what they appeared to be
on the
surface. I really got a laugh out of the stereo that somebody
transmogrified
into a giant musical teddy bear!
Q 7.) And lastly, do you plan to make any other type of program for
"The
Sims"?
A 7)I hope so! I'm discussing the possibilities with Maxis, and also
working on
some other Sim-related projects.
I ported SimCity Classic to Unix several years ago. Just recently, I
ported
it to Linux, updated the code, and optimized the hell out of it, so now
it
runs incredibly fast, like a nitrous injected hot rod! It can simulate
a
simple city on a 500 mhz PC at well over 17 years a second, 1000 years
a
minute, or a million years in less than a day! SimCity Classic for
Linux
will soon be available from the www.lushcreations.com web site, so
you'll be
able to download demo and buy a license over the internet.
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